
GAME PROFILE
Autosaurs: Hyper Dino BattlerAutosaurs: Hyper Dino Battler
You're a garage trainer-mechanic with no sponsors and one very good idea: don't command your team — teach it. In Auto Dino Bots you climb Rexon Industries' televised dino-bot battling league by building a squad of robot dinosaurs, arming them in the shop, and watching them fight it out on their own. No timers. No refle…
You're a garage trainer-mechanic with no sponsors and one very good idea: don't command your team — teach it. In Auto Dino Bots you climb Rexon Industries' televised dino-bot battling league by building a squad of robot dinosaurs, arming them in the shop, and watching them fight it out on their own. No timers. No reflexes. Every match is won or lost on the choices you made before the whistle — and after each one, the game shows you exactly why.
It's an auto-battler roguelike built to be read: you always know why you won, and why you didn't.
🔧 Teach them before the whistle
Parts are how you teach. Bolt on a Rocket Pod, Ember Fangs, or the Arc Mast and your dino-bot carries that trick into every fight — burning, shocking, poisoning, or shielding all on its own. Slots are limited and installs stick for the rest of the run, so every Part is a real decision, not a menu.
🦕 Merge them, evolve them, get attached
Two of the same dino-bot merge into something stronger. Merge again and it evolves — a brand-new form, right there on the board. The team you finish a run with looks nothing like the one you started, and that glow-up is the whole point. End on a Team Card worth screenshotting.
🔎 Know exactly why you won
Most auto-battlers show you the fight and leave you guessing. Ours walks it back. After every battle, a play-by-play feed narrates the turn that swung it, the hit that mattered, the Part that carried. You leave each fight smarter than you went in — no spreadsheet required.
🗺️ A different gauntlet every run
Pick your path through a branching map — battles, elites, rest stops, supply runs, sticker drafts — across ten fights to a final boss. Four rival campaigns each try to beat you a different way: a swarm that floods the board, a wall that won't die, a poison trench, a clean executioner. Read the threat, build the answer.
☕ Chill by design
No clocks. No combos to fumble. Nothing to grind or unlock — everything's on the table from your very first run, so the only thing that levels up is you. Pick it up for one quick match, or lose an afternoon to "one more run."
Why it's different (the one-line version):
Teach, don't micro — you set everything up before the battle; the skill is judgement, not reflexes.
The fight explains itself — a built-in play-by-play answers the genre's #1 complaint.
Watch your team evolve — visible glow-ups and a shareable end-of-run Team Card.
Chill and complete — no timers, no unlocks, every run a clean puzzle.
👋 Coming to the Auto Battler RPG Fest
A free demo is on the way for Steam's Auto Battler RPG Fest (Nov 16–23, 2026).
Wishlist now to know the moment it's playable.
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